Game Balance

Gary Grigsby's World At War gives you the chance to really run a world war. History is yours to write and things may turn out differently. The Western Allies may be conquered by Germany, or Japan may defeat China. With you at the controls, leading the fates of nations and alliances. Take command in this dynamic turn-based game and test strategies that long-past generals and world leaders could only dream of. Now anything is possible in this new strategic offering from Matrix Games and 2 by 3 Games.

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Joel Billings
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RE: Bidding?

Post by Joel Billings »

ORIGINAL: Murat

Again, all 3 of the above are discussing "playing" China as an auxillary to another power. I am saying that China, alone, without any other role, in a 5-player game, looks like it would bite. Everyone keeps pointing out that China would be great for a beginner, but after a game or so they are no longer a beginner and will most likely want to switch seats with someone else. If this is meant to be a 4-player game (GER, JAP, USSR, WA), make it one, but if it is meant to be a 5-player game, I think China is the weak link and that a different 5-player set-up (GER, JAP, USSR, UK, USA) would be more appealing. I have seen no indication anywhere else (and I have read through the posts) that indicate China is a player position equally involved and interesting as the other 4.

Actually, keep it the way it is and I will keep my $$$, no sense trying to help improve this thing since y'all have deemed it perfect.

No, we don't think it is perfect, but you don't seem to want to understand that there are certain systems in the game that make China being "independent" important and desirable. Since we expect most people to play the 1940 scenario, keep in mind this scenario is much different than Axis & Allies. The US player until brought into the war would be fairly boring to play. You'd do some production and lend lease your supplies, and watch the rest of the action. The British on the other hand are very busy. By combining them (as they did function with combined armies and army groups during the war), you get a very interesting player to play. The Russians are also a little slow at first (although they are usually in the war before the US), so that's why we put China between the WA and the SU (based on tester suggestions). This allows the Soviet player to play the Chinese player as well and gives them something interesting to do early in the game. For PBEM, by being next to each other in turn order, you skip an email this way. This game can be played from 2-5 players, but I think we all expect that the 2 most common ways to play the game (when not playing the AI) will be 2 and 4 player games. What's wrong with that? You can play 5, but what we are saying is that 5 is best if 1 player is definitely less experienced playing the game. Unless you have an A&A group of 5 guys already established and want to move over to GGWaW, why not just play the 4 player game and see if that works. I've always enjoyed Axis & Allies Europe (the boardgame), and although that is a 4 player game, I've played it much more often with 3 people with 1 player playing both the US and Britain.

Given our system of making each player use the same weapons ratings, we had to make China separate. Yes, we could have made the game a 6 player game by breaking up the US and Britain, but this would have brought up other issues given the way we deal with merchant shipping throughout the world. We think the systems we've choosen are the best way to end up with a more accurate game while making a fun game as well. If you feel the absolute need to have the US and Britain be unique players, you will not get this in GGWaW. Obviously we hope that the majority of players will be willing to give it a try, and that if they respond as the testers did, perhaps they will encourage more skeptics to try it. That's all we can hope at this point because we have fundamental design reasons for doing what we did that cannot be changed without causing bigger issues and detracting from what we honestly believe is a good design. Sometimes what sounds strange actually works great, but I won't deny the marketing issues in overcoming the perception problem.
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RE: Bidding?

Post by a19999577 »

The way I see it, this is meant to be a 4-player game with just enough flexibility to stick in a fifth every now and then. But it's just that, flexibility...
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Splitting UK and US

Post by meyerg »

Again, all 3 of the above are discussing "playing" China as an auxillary to another power. I am saying that China, alone, without any other role, in a 5-player game, looks like it would bite.

Murat makes a good point that the current five-player split seems strange (US/China and Britain is a more equitable mix). I know you have given good reasons to combine US and UK, but it seems allowing them to be played separately has advantages (a good five player game may not be the only one). Having the "Western Allies" have to spend more money on research (with separate UK and US players) may be just the break Japan and the Axis needs.

greg
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RE: Splitting UK and US

Post by a19999577 »

As to splitting people up we could go on endlessly, splitting away the French from the 'Western Allies', the Slovakians and Italians from 'Germany' (although I think there is a clever way to simulate lower quality 'Italian' units built in the game, maybe someone can enlighten us as to how this works), the Siamese from 'Japan' and so on... of course having a game were every country was played separately would have its own charm, we would soon run into trouble.

I think we simply have to deal with GG:WaW being a 2 on 2 game, with an occasional 'bonus' player. Besides, I think there are psychological advantages to an even 2 on 2 game.
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Oleg Mastruko
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RE: Splitting UK and US

Post by Oleg Mastruko »

Don't forget splitting Croatians from Yugoslavs [:D][:D][:D][:D] The only non-German Axis unit to fight in Stalingrad itself was Croat "volunteer" regiment.

On a serious note though: It's strange how people who never had the opportunity to try the game comment on it as it - phew, almost - ruined their lives. I'd understand if it was some crucial issue, but it really isn't. It's a non issue in fact.

Perhaps it *would* be good to have UK or Italy as separate sides, but it would be totally different game, different naval system, etc. so I can't comment on that.

In some months we've been playing this game NEVER, ever, an issue of "why China?" or "why UK as part of WA?" was seriously raised on beta board. Not once. We've discussed some incredibly marginal tidbits, like Mongolian militia units, Italian (in)ability to produce infantry, or the need to increase some factor here and there, but having/not having China and UK came so natural after first few turns, that it was never mentioned.

This game may have some issues and rough edges to be polished, that's for sure, but these are not among them. As Joel said - we were all dubious at first, but since first turns played in this system, the issue of UK or China never came into focus. (No, I'm lying, it was mentioned once, when I suggested China be put between SU and WA in turn sequence, and others supported that, though I think 2by3 was planning to do it anyway).

Murat, I don't care if you buy the game or not, but if you miss it because of this, it will be for a wrong reason.

O.
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RE: Splitting UK and US

Post by Wayllander »

Nice to see so much conversation on the subject of game balancing.

First, I don't have a problem with china being the 5th wheel so to speak. Historically, I would match them with the US and have britain solo. This would also solve the problem of a slow US start being complemented by activity in China. However, I do see the merit in us/gb match in 4 player games and as a learning role for new players. In the end, I tend to put gameplay above 100% historical accuracy though [;)]

Secondly, I did realize that the game is still being tweaked when bringing up the apparant weakness of the axis. (or possibly strength of the soviets...). If the game was going gold, I wouldn't have wasted my virtual thoughts[:)]

I think ideally, the war in russia should be the lynchpin. If germany can knock them out, (which was somehwat historically possible) then they end the game strong. If they bog down in russia (obviously more likely), then their end game begins. My initial thoughts (admittedly based on only a few aars) was that the soviets were too powerful and japan too insignifigant. The game in which pallus took the british isles was the most disturbing to me. He took advantage of a mistake to get sealion going, had a tech advantage that seemed to give him an edge in the east.. and then bam.. game over. Yes he made a mistake in allowing the invasion... BUT the wa made several big mistakes that didn't lead to their demise. It appeared to me that in order for the axis(german) player to win they would have to play a near flawless game while having opponent help with some big mistakes.

Again, for those of not involved in testing... appearances are our reality.

I must say, the aar reports do have me itching to play to though :)

--way
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Oleg Mastruko
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RE: Splitting UK and US

Post by Oleg Mastruko »

Your observations are mostly correct.

Japan is by no means insignificant, though. Read the Akula AAR where Japan is giving WA all sorts of problems. I believed Japan is pain to play, but prompted by Maurice's successes (if they can be called that LOL) in Akula game I started playing with Japan (vs AI) more, and perfecting new JA techniques. Japan can indeed be lots of fun to play! Getting them to ~20 production "points" is very rewarding experience, even though WA may have ~70.

O.
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RE: Bidding?

Post by neuromancer »

ORIGINAL: Murat
/US war seem to be programmed in as inevitable (Japan picked the war with the US, US may not have allowed Japan to keep their conquests, but we certainly were not going to war if Pearl Harbor, or a similar event had not occurred - we had no wish to protect European Colonialism or get involved in Europe's constant conflicts.

EEP! [X(]

Don't say that too loud buddy!

The party line these days is that the US was always the white knight, ready to ride to the rescue of truth and freedom, so in WW2 the US was just waiting for the right moment to go to war. Any time I've suggested that the US had no intention of going to war unless forced (Japan attacking and German DoW) there were a lot of rather indignant responses.

That isn't to say that the Joint Chiefs (were their Joint Chiefs in WW2?) didn't expect or plan for a war, just that politically there wasn't a lot of will to go to war, for pretty much the reasons you stated.

I now return you to your regularly scheduled thread.

- - - -

I generally would have prefered a seperate Commonwealth player as well (and left China as a controllable minor like it is) but I don't consider it a deal breaker by any means.

This is more of a 'beer and pretzles' style strategy game, than a hard core monster game (like World in Flames) so certain abstractions have been made for functional simplicity. But really, it seems like a decent high level game with plenty of subtle strategic nuances (logistics being a very nice addition).
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RE: Bidding?

Post by neuromancer »

ORIGINAL: Joel Billings

Bidding is built into the game in a way. Difficulty level consists of 3 factors, all of which can be individually adjusted for each of the 5 player countries and thus can be customized. One of the items is "Supply Help", which is the amount of extra supplies that are automatically given to the player each turn. For most human only PBEM games, this would be 0 for all players. It is very easy for the players to agree on a bidding system using the Supply Help numbers. Extra supplies is effectively extra production. Problem solved?

Yes, that would work. Everyone needs supplies, so by getting a bunch of free supplies, you can instead spend production on tanks and planes. That would be a fairly simple and straight forward balancing method.
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neuromancer
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RE: Bidding?

Post by neuromancer »

ORIGINAL: Becket

keyser, I'm not sure I understand your point.

Each side in W@W will be able to win a decisive victory (W@W's equivalent of a major victory) or a marginal victory (a "minor victory"). The game can also end in a draw.

Hopefully this will start to become clear as you guys see more games.

Yes, but I think as people are saying, they want to win the war AND the game. They want it to be possible for the Axis to take over the world. Maybe not 50% of the time, but still more than a fluke or one of those where the Allies are going "Oh man, I made so many mistakes, I was so unlucky, this should never have happened".

This is the problem with a game like this, based on real world events. I know that there are plenty of people that would say that the Axis never could have won, that they were doomed to failure from the outset (particulaly once the US was involved).

That may, or may not have been true. Its an arguement that cannot be proven. But really, is irrelivant.

If a group of people sit down to play, only grognards will be satisfied with a Points victory "Okay, end of '46, you haven't taken Tokyo or Berlin, that means I still have 20 factories, so as you have 100, that is a minor victory for me, I win!"

On paper, yes. But only a grognard would appreciate that.

For the Axis player to win, he wants to at least have the Swastika fling over Whitehall and the Kremlin, and the Rising Sun flying in Australia and Pearl, the US forced back to North America.

There was a simoilar debate about miniatures scenarios. How to make a fun unbalanced scenario.

The old time grognards all said 'victory conditions'! But really, how many people want to play the 'you get to wipe the floor with me, and victory is based on how well you kick my butt'?

Not most.

Maybe 'equal chance' (or even reasonably close) battles are unrealistic, but when people play, most players want to have a reasonable chance at winning. This is after all about fun.

Now WW2 wasn't quite that grossly unbalanced, but you want a game where both sides want to continue playing to the end. And come back again for another kick at the can. Winning by points might get players to play to the end, but it won't get the average gamer coming back for game after game.

Basically I think what people are worrying about is that it looks like Japan's job is to distract the WA while Germany goes after Russia. If Japan fails to keep the WA adequately distracted, or Germany fails in its drive to take Russia, the concern is that the end is now a forgone conclussion. On top of that, for the Axis to accomplish that is not easy.

"Oh well, you win again".

Historically accurate I suppose, but not a lot of fun. At least not for most people.

Oleg saying "The Axis could hold on to the end of '46 to win on points" is not exactly a ringing endorsement. Although he did say that meant holding Europe, and hopefully a big chunk of Russia, so that is a little better.



I personally don't know if WaW is going to be a flash in the pan, or not. But I think 2by3 has to decide who the target audience is: Grognards, or regular gamers.

If its for Grognards, then go for the "Axis wins if it isn't completely wiped off the map by the end of '45" victory. It's realistic, and should be nicely masochistic for the Axis player.

But if its for regular gamers, that won't fly.

Me, I'm a lesser grognard. I'll play it either way. If its a nice game with lots of boom, I won't mind losing in the end as the Axis if its the grognard angle, and I won't sit there and whine about how the US is so under valued if I lose as the Allies in the regular gamer angle.

The hard caore RTS and FPS player will never touch the game no matter what. But neither will the hardcore grognards who would find a lot of this too abstracted no matter what (they aren't really happy unless they are deciding how many rolls of toilet paper and cartons of .45 ammo should be sent with the First Marine to Iwo Jima).

That's my nickle, and I am outa here!
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RE: Bidding?

Post by sveint »

Murat needs more sleep.
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RE: Bidding?

Post by keyser soze »

ORIGINAL: neuromancer

This is the problem with a game like this, based on real world events. I know that there are plenty of people that would say that the Axis never could have won, that they were doomed to failure from the outset (particulaly once the US was involved).

This people to my humble opinion don’t know whole history of WWII. Axis made only a few mistakes, cardinal mistakes, and because of that they lost. I will not hold history class now and discuss what these mistakes were but they could have won the war.
ORIGINAL: neuromancer

Maybe 'equal chance' (or even reasonably close) battles are unrealistic, but when people play, most players want to have a reasonable chance at winning. This is after all about fun.
Now WW2 wasn't quite that grossly unbalanced, but you want a game where both sides want to continue playing to the end. And come back again for another kick at the can. Winning by points might get players to play to the end, but it won't get the average gamer coming back for game after game.

Exactly my point. If, for instance, Japan or German player don’t have any possibility to land in US or Canada (even this events sounds stupid for most people) this game will not be played over and over again by, as you said – regular gamers. When experienced player is playing against experienced player this most likely will not happen but game should always have this possibility. In Strategic Command game (even game is ruined by research and purchase concept – as I have said before) I have landed in Canada with Axis troops. I have played against rookie, of course, but that was fun.
For regular gamers and me (I considered myself as regular gamer) wining on points every time is not fun.

ORIGINAL: neuromancer

Basically I think what people are worrying about is that it looks like Japan's job is to distract the WA while Germany goes after Russia. If Japan fails to keep the WA adequately distracted, or Germany fails in its drive to take Russia, the concern is that the end is now a forgone conclussion. On top of that, for the Axis to accomplish that is not easy.

"Oh well, you win again".

Historically accurate I suppose, but not a lot of fun. At least not for most people.

That what I am afraid the most – linear game. If this is only way, strategy, tactic for Axis to win, lots of matches will be abolish by Axis players before game end at the moment when they realize they didn’t accomplish that goals. True, this goals are realistic and they should be primary but Axis players should have other options to win also. Same thing is for Allied players. To my opinion this will keep players to play until the end of the game and to try it over and over again.
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Becket
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RE: Bidding?

Post by Becket »

I need coffee.

This entire argument is a slippery slope. Let's assume for the moment that Von Manstein, err, keyser, is right and there are only a "few" critical errors that, if the player could change, would allow the Axis to win.

So what? I don't think you guys really want to take that to its natural conclusion, which would be to correct the three critical mistakes that gave Germany any success whatsoever after Poland: (1) Gamelin's decision to implement the Dyle plan, (2) the use of the 55th and 77th DR at Sedan instead of regular troops, and (3) the no-fire orders in place on the Soviet border. Change (1) and (2) and the German command's prediction about France comes true: the Germans lose. Change (3) and god knows what would have happened.

"The very word Moscow meant a lot to all of us....it meant all we had ever fought for" -Rokossovsky
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RE: Bidding?

Post by Hanal »

Let's come back to the game and play balance...what some people are forgetting is that the game can be customized to help play balance if you are not satisfied with how the games are turning out with the default difficulty settings...let me provide just one example.....you can give the German player supply help and deny this supply help to the others players...you can adjust this supply help number to suit your needs, but it could be 50 extra supply points per turn or 100, or whatever you want..... now what does this added supply help accomplish?.....plenty!.....we'll begin with the obvious and that the German player will not be encumbered by lack of supply and basically have enough supply to deploy units and launch his offensives....secondly the German player will not need to spend any manufacturing on creating supply, so he can build more units, and conduct more research....and perhaps most importantly, the German player will have enough supply to repair any factories, resources, and rail lines as they are damaged by either Partisans or battle.....keeping resources and factories running again improves the German game....

Now some of you may consider this an artificial cheat, but I ask.....isn't that what we all do when we hypothisize how Germany could have won WWII?......"What if the German Army Reserves were let loose after the Normandy invasion?"....."What if Hitler did not interefere with the General Staff during the Russian Campaign?"......"What if the Allies did not break the German and Japanese Codes?"....."What if the U-Boat Campaign could have been conducted as Donitz envisioned it?".....the list goes on and on, but what we are in effect doing is creating "historical cheats"....changing the historical record in order to support the argument that Germany could have won WWII....we will never know the truth so there is no need to pound on that point, but returining back to the game, you can incorporate you own "historical cheats" which will assist in game balance......I find no problem with using such options if it helps balance the game for players....
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RE: Bidding?

Post by IDrinkBeer »

Who said you can't Invade the US in this game?

This can be accomplished if Germany:

1) Defeats the WA Navy.
2) Builds enough transport capacity to move units across the Atlantic.
3) Builds a big enough Navy to defend/protect their transport routes.
4) Can successfully land and defeat the WA ground units in one of the North American areas.

Of course, they need to do all this before the Russians come knocking on their backdoor.[:D]

Japan would need to:

1) Defeat the WA Navy.
2) Build enough transport capacity to move units across the Pacific.
3) Retain a big enough Navy to defend/protect their transport routes.
4) Successfully land and defeat the WA ground units in one of the North American areas.

Japan has it a little easier when it comes to Russia since they cannot attack Japan until 1945. But they do have to worry about China.[:D]


Hmmm... Let's see. Is that completely unrealistic? I think not. Axis fanboydom aside I think the possibility of this happening in the game is probably a lot greater than it was in real life, although it still is pretty much close to a 0% probability.

The victory conditions for the Axis are realistic as far as I'm concerned. Capture enough production to cause the Allies to give up on the War ( I forget what that number is ) or failing that hang on and protect what you've captured as long as you can and outpoint the Allies in the end.

Sounds about as reasonable as you can get when it comes to playing a game about WW2 at this scale and complexity.
IDB

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RE: Bidding?

Post by Becket »

Hehe. IDB is echoing some of my grander schemes to try in the game. I've been pretty convinced that Germany could pull off something spectacular if the conditions are right. It's all about choices, because you can't do everything.

But this is why I shake my head at all of the conclusions that are being drawn from two AARs, despite my (many) attempts to show what's going on in other games. It boggles my mind when I post a screenshot of the Axis dominating the entire Northern and southern coast of the SU in 1941, and people still worry Germany is too weak.

"The very word Moscow meant a lot to all of us....it meant all we had ever fought for" -Rokossovsky
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RE: Bidding?

Post by paullus99 »

I don't worry that Germany is too weak - aggressive play will either reap great rewards (early fall of Russia for example) or reap the whirlwind (allied landing in Southern Italy & abortive Barbarrossa for example).

We've seen many different strategies result in the same results, and the same strategies bringing about different results - a lot is luck, timing, and strategy. As the game evolves (and we're not even to Beta yet) there will be lots of changes & opportunities to tweak the system here and there.

As of right now, I would purchase this game right this second....its that good right now & will only get better as time goes one.
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Oleg Mastruko
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RE: Bidding?

Post by Oleg Mastruko »

ORIGINAL: IDrinkBeer
Hmmm... Let's see. Is that completely unrealistic? I think not. Axis fanboydom aside I think the possibility of this happening in the game is probably a lot greater than it was in real life, although it still is pretty much close to a 0% probability.

[:D][:D][:D]

Ladies and gentlemen, Joker of the Day Award today goes to IDB....

But this is true in WAW. I remember playing Panzer General 2 - definitely beer and pretzels game and I approached it as such, never expecting more than quick strategy fun. (Now some would say most of the scenarios weren't exactly strategy, more of a "puzzle", but it didn't bother me then.) Still one of the most accessible wargaming titles, recommended to whoever would want to "try wargaming" without having to spend lots of hours learning the mechanics.

Last scenario in German Campaign in PG2 is called IIRC Oak Ridge, and in it you fight vs. US troops defending atomic research center in Oak Ridge. This was ridicolous to me then, and it's even more ridicolous now. I thought - "wow up to this moment the campaign was somewhat realistic, but now...". No need to go that far in any game. I understood that designers wished that German campaign end in some glorious finale, but for me personally defeating Overlord (twice?) and keeping Ruskies at bay would suffice.

O.
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RE: Bidding?

Post by Chaplain »

"The Axis made only a few, cardinal mistakes?"

I think not.

If anything, they committed signifanctly more and greater blunders than the Allies. How many "stand and die" orders, when a tactical retreat could have turned the tide? How many bone-headed offensives when grinding attrition would have won the day? How many opportunities missed? Sheesh! If you read the history, the list is endless. They spent a considerable amount of time within a hair's breadth of disaster. If Rommel's 7th Panzer is delayed 24-48 hrs at Sedan in 1940, France doesn't fall.

The Soviets didn't win out East because they were lucky. They won because it was practically inevitable. Glantz exhaustive study of the Eastern conflict makes this clear ["How the Red Army Stopped Hitler"].

May I gently, humbly suggest to keyser that he is suffering from AAFB (acute Axis fanboy-osis)?
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RE: Bidding?

Post by Wayllander »

We can argue the feasibility of an axis victory till we are all blue in the face, the bottom line is historically they lost. The Axis needed to strike a quick blow (Moscow) that would allow them to achieve a political victory at the negotiation tables. Every day the war went on, their odds grew worse. To think the germans would be able to invade North America in the 1940's is comical to me. They didn't have the naval and air power to do a cross channel crossing.... How would they be able to pull a cross atlantic mission?

With that out of the way, I'd like to address JP Falcon as he brings up some good points. It's certainly a plus that you can modify difficulty levels, however I disagree with him on how the game should be balanced without user tweaking. I believe (and I can be wrong in this regard) that WAW is being marketed more towards a general type gamer. The goal here should be to appeal the broadest gaming segment that will be playing this as a GAME. These people will have a hard time viewing winning and losing through victory conditions.

Now if WAW was being marketed as a HISTORICAL SIMULATION towards the more grognard population (as wip is) then you should aim more for historical accuracy out of the box. Here, you want it to be nearly impossible for an axis victory. These players will play not to win or lose in traditional sense, but to have fun in simulating history and seeing if maybe they could do a bit better then reality.

Of Course, You will say the game is really marketed at both groups... (Gary's name alone is marketing to us older grognards). My question is this: Which group is more likely to tweak the difficulty settings? Furthermore, Which group are you hoping consititutes the greater number of purchases?

--way

On a lighter note - Any chance of more beta slots opening up? [:D]
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